This document discusses gamification and its potential uses. It begins by providing statistics on digital device use and an overview of how digitalization is progressing. It then explores how social networks can promote the spread of ideas between groups. The document questions what the opposite of play is and provides a quote about using game design principles to improve reality. It lists elements like focus, team, rules, and progress that are important to games. Examples are given of companies using gamification for training and increasing deals. A model is presented that shows psychological needs met through gamification techniques. Contact information is provided for the author and his company.